Zero-K v1.0.4.0

Somehow quite a few changes made it into this version. The new flow field style pathing has been enabled for almost all units (even enemy units) to see if it is an improvement. An across the board 1/6th build power reduction is now being tested. Gravity gun behaviour should be a lot more consistent. In more mundane balance Bandit has had a small nerf and Djinn is significantly cheaper.

Balance

Bandit:

DPS reduced by 5%.

Removed autoheal.

Djinn:

Cost 1800 -> 800

Speed 1.2 -> 1.4

As an experimental change all build powers were reduced by 1/6th. Repair, reclaim, resurrect and construction effectively takes 20% longer.

Gravity gun and Water Cannon power increased by an unknown factor.

Gravity Guns

Replaced the purely engine dependant implementation of gravity beams with a gadget.

Impulse is a lot more predictable and balancable.

Planes, Ships and Gunships are now significantly affected by gravity guns.

Known impulse capacitors have been removed. But do not despair that unit launching is now impossible, the partial rewrite has dramatically increased the predictability and power of 'legitimate' unit cannons.

Unit collision damage has been partially reinstated for units with high speed. The high speed cutoff is required to prevent collision damage during normal movement. A fast unit is damaged as if it hit the ground with that speed, the collidee is not damaged.

Pathing

Most push resistance was removed as an experiment to see if pathfinding will improve.

Enemy units can be shunted and flowed past in the same manner as allied units.

Crabe is the only push resistant unit. As it cannot be shunted around.

Disabled push resistance works fairly well in this version. In previous versions, packing units into a tight area was arming the mouse traps in a demonstration of fission. A little bump would cause a unit to wander 100s of elmos off it's position which would really screw up things like cloaker and mine placement.

With this engine version, instead of moving around units merely float about when pushed. This means a well placed shield or cloaker will not be affected too much. Cloaked units such as Flea, Roach and Tick will stay cloaked while pushed. Pillager and Slasher seem to be able to fire.

Removed some Stealth/Cloak ambiguity

The obscure ability of Spy and Skuttle to stealth while uncloaked has been removed. This was inconsistent with other cloaked units and completely undocumented.

Fixes

Tweaked some cloakybot tracks to better fit their feet base.

Fixed Urchin gun position when placed in very shallow water.

Removed occasional console output about pylons.

Puppy no longer gathers wreckage while stunned or under construction.

Transport impulse capacitor.

Nanoframe impulse capacitor.

Bantha missile now has a reasonable size. The triple missile pack is probably going to be fireable with a manual weapon of some sort.

Ah I see. Sorry I didn't notice the issue in the tracker, that bug is already fixed (missile towers should set themselves to fire-at-will when land units in range and it isn't engaging air)

Is there some way to set it up such that issues set to me as owner would email me when updated? (so other devs can give me issues and I get emails)Otherwise, finding an issue in the mess is quite difficult.

Get some people to play on the Zero-K test version server for a few games, and establish that it is stable.

We had it in a previous stable version, and it had to be reverted due to a few serious problems like holdfire defenders. So best to just determine that it is working fully and doesn't have any show-stoppers like that.

Tested the new newtons:-hitting planes or gunships with them works well-when launching units the direction is predictable now-their power vs ground units COMPLETELY SUCKS!10 newtons is not even able to MOVE a sumo, not even mentioning launching it!

Also the collision with ground damage seems too high. I made a slighty wrong shape of the lauching ramp and half the jacks were dying because of collisions with the ramp...

Fall Damage, both units are now damaged when they collide with each other. Thedamage done to both units is the same. Damage is proportional to the damage thelighter unit would have taken if it hit the ground with speed equal to the sumof both unit's velocity. This is then multiplied by 0.8 (otherwiselaunching is a bit crazy-good).

Disabled afk take lineage for all units except factories. As in units that ataker creates while the afker is afk will not be given to the afker upon hisreturn. For example if someone drops from the start they will only receive theircommander and any factories the commander built upon returning.